Games Workshop - Warhammer 40,000 - Orks: Squighog Boyz

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Games Workshop - Warhammer 40,000 - Orks: Squighog Boyz

Games Workshop - Warhammer 40,000 - Orks: Squighog Boyz

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Krumpin’. Pretty much all your must-have units will absolutely flatten enemy hordes, mostly in melee, but in the case of Flash Gitz also at range. If you somehow find yourself really needing even more of this, Burna Boyz out of Strategic Reserves or doing drive-bys are fine, and a full Warbiker unit with a Deffkilla Trike is another flexible tool that’s pretty strong. How Does This Faction Handle Enemy Tanks and Monsters? As diverse and volatile a group of Orks as ever there was, the Beast Snaggas are united by their universal abundance of scar tissue, bionic limbs, and a shared desire to fight things bigger than themselves. The Beast Snagga keyword not only gives these units a 6+ invulnerable save, but also +1 to hit rolls made against Monsters and Vehicles, which seems like a pretty good starting point. If your army is Battle-forged, it can take advantage of this updated Snakebites Clan Kultur. Da Old Ways will dial that already ’ard-as-nails Beast Snagga survivability up to 11, while also lending further credibility to that most ancient Orkish adage, ‘squigs iz good for bitin’ fings’. Though, as we’ve already learned, squigs can also do so much more . Zodgrod Wortsnagga

Crusade rules which tell the story of your army, including your Warboss’ quest to keep his boyz in line and stay on top of his Waaagh We’ll get the Speed Freekz options out the way first because there’s a clear standout – Junkboss gives the model a 4++, and if you have a Deffkilla Trike this is a great add. The others are a little meh, but don’t forget that the regular traits are all available as well. All three flavours of Big Mek return in this book, all sporting a fancy new base 4+ BS to compensate for the loss of the old version of Dakka Dakka Dakka!. The Big Mek in Mega Armour is probably the biggest loser of the bunch, as the main way they were used was combining Da Cleverest Boss with some traits and relics to basically build yourself a better warboss. With Waaagh moving to an army-level effect requiring a Warboss that’s basically off the table, so the mega armour build exclusively focuses on making a tougher and nastier fighter/KFF bearer. If you’ve got the points then sure, but it’s not mandatory. A relatively short list of generic relics for Orks, but still some goodies among them. You’ve got a couple of different spins on fancy defences from Super Cybork Body and Da Krushin’ Armour, and some deadly weapons in the form of Da Killa Klaw (still good, but sadly trading its re-rolls for a point of AP) and Headwoppa’s Killchoppa. The latter lets you get a Beastboss up to S12, and you absolutely want that, so it should see plenty of use. If you prefer to take things out at range, Da Ded Shiny Shoota is an massive upgrade over a regular Kustom Shoota, and while Orks should probably be using their relic slots for melee-focused fare, it’s cool in a themed force.You know what isn’t a tough sell? Kommandos. These only go up a pt per model each and the power claw on the Boss Nob is now no longer mandatory, meaning that you now get these at a better point per wound price than before despite the jump to T5 (the claw is also only 5pts extra). In addition, in line with scout units from other factions these now scout deploy rather than deep strike, providing you with an absolutely dirt cheap source of screening. They’re also even more enhanced in durability if you set them up in terrain, as their Sneaky Gitz ability now adds an additional +2 to their armour save instead of +1. Big! There’s a ton of content here, with a huge collection of datasheets plus lots of customisation options on multiple angles. Ork players now have a dizzying array of choices when building their army.

Army special rules for fielding an Orks list, with rules for seven Clan Kulturs, the Ork subfactions And ALL of this comes in a single box! As you can see, it’s everything you need to start a new Waaagh! or to easily add to your existing greenskin horde. Da Merch T5, AP-1 Stormboyz? Yes please! That’s kind of all that needs saying – these sure are useful, and now that Kommandos scout deploy, this is your source of cheapo units with deep strike for Actions. Fantastic in Deathskulls in particular for ObSec, but just a generically useful utility unit that fills a role you need. Deffkoptas

Specialist Mobs

This book definitely looks to support some Vehicle-heavy builds, and there’s likely to be some real competition between Sunz and Deathskulls as to where they end up – the former gives you speed, the latter reliability. It’s also possible you’ll mix up both – the power of Deathskulls is more concentrated in their Kultur than the wider options, so an army with a Sunz Warlord and a Deathskulls add-on detachment seems moderately plausible. Goffs Anyway, that’s enough griping out of the way – onto some exciting new stuff. There’s some extremely strong support for Beast Snaggas in here, with a bunch of stratagems that really stand out. Monster Hunterz got previewed, boosting the wound rolls of three of your units against enemy vehicles, and even after the probable FAQ to actually have an end clause it’s still incredibly good if you want to gank a high value target. On the defence, Beast Snagga INFANTRY, CAVALRY and MONSTERS get access to Tough as Squig-Hide, which is the standard Transhuman Physiology “can only be wounded on an unmodified 4+” effect. Beast Snaggas have some exceptional stuff, so this is amazing, and will see a ton of use. Finally, for your slightly fancier class of plane you have the Wazbomb Blastajet. An important change on these is that they no longer have a KFF, instead being able to buy a Wazbomb Force Field that provides a 5++ aura for Aircraft only. If you find yourself taking several planes it might be worth considering, but it’s fairly pricy for a single one – especially as the planes can still benefit from a KFF on the ground, meaning that if you’re going vehicle heavy and relying on a Boostaed field for turn one protection, these can just tag in on that. Hooo boy here we go. As of this book, Orks are going to have some of the nastiest characters in the entire game, and yes that takes into account the fact that Drukhari exist. On some level that is as it should be – the mightiest of the Orks should be able to krump anything that takes their fancy – but you can do some spectacular stuff here, especially on Squigosaurs. You may have noticed they’re being mentioned a lot and that’s because they’re outrageous just on base rate, and adding some of these traits can pump them up to contend with the real greats.

This has three things your Warlord can do every turn, each good for 3VP, with a cap of 5. The math makes almost no sense, but think of it as 3VP if you accomplish one of these, and 5VP if you get two. The TODO list is: The Ork dice set comes in a snazzy green, while there are 52 datacards in total, encompassing general and clan-specific Stratagems, 13 psychic powers, and all the core Stratagems for good measure.Overall, there’s some perfectly strong stuff here, but amidst a very powerful book and a strong pedigree from recent releases these feel just the slightest bit weak. The likely consequence of that is that you’ll see lots of lists using multiple detachments to squeeze in maximum herohammer, as you care a little less about having loads of CP than some armies do. Kustom Jobs

People who really like to convert vehicles by either lovingly crafting spectacular amalgams of 10 different kits, or by covering some other faction’s model in glue and rolling it around in their bitz box like a katamari. For all your casting needs you can take either a Weirdboy or a Wurrboy (depending on which discipline you want powers from). There’s been a bit of a shakeup to how Weirdboys work – they no longer get boosts to casting from having nearby Orks, but the tradeoff is that now if you have 20+ Ork models (excluding Gretchin) nearby you get to cast an additional power each turn, and they know two base. Essentially, as long as you’re bringing the model count you now get the old Warphead upgrade for free, at the cost of some reliability on the actual casts.Mekboyz • Painboyz • Weirdboyz ( Wurrboyz) • Runtherds • Spanna Boyz • Bikerboyz • Flyboyz • Madboyz



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